Crash in UniversalObjectLocatorFragment in 5.4.2, only in windows build

some c++ change,fix that bug

UniversalObjectLocatorFragment.cpp

static bool bReisgerObjectSystemReady = false;

bool FUniversalObjectLocatorFragment::Serialize(FArchive& Ar)
{
using namespace UE::UniversalObjectLocator;

if (Ar.IsLoading())
{
	FName FragmentTypeID;
	Ar << FragmentTypeID;

	if (FragmentTypeID == NAME_None)
	{
		Reset();
	}
	else
	{
		if (bReisgerObjectSystemReady == false)
		{
			bReisgerObjectSystemReady = true;
			FDelayedAutoRegisterHelper::RunAndClearDelayedAutoRegisterDelegates(EDelayedRegisterRunPhase::ObjectSystemReady);
		}

DelayedAutoRegister.cpp

void FDelayedAutoRegisterHelper::RunAndClearDelayedAutoRegisterDelegates(EDelayedRegisterRunPhase Phase)
{
UE_LOG(LogTemp,Log,TEXT(“RunAndClearDelayedAutoRegisterDelegates EDelayedRegisterRunPhase:%d”), Phase);
//checkf(!GPhasesAlreadyRun.Contains(Phase), TEXT(“Delayed Startup phase %d has already run - it is not expected to be run again!”), (int32)Phase);

if (!GPhasesAlreadyRun.Contains(Phase)) 
{
	// run all the delayed functions!
	GetDelayedAutoRegisterDelegate(Phase).Broadcast();
	GetDelayedAutoRegisterDelegate(Phase).Clear();

	GPhasesAlreadyRun.Add(Phase);
}

}